The Pirates came with their Black(flag) Friday early this year, but brought some new features to test, cargo to fight for and 50% sale!
In this patch your sailor skills will be put to the test as the NPC pirates came to the islands with cannons and evil intentions. The ocean is no longer safe and it's for you to decide whether to flee or to fight.
Pirate Ship's features:
Ship can be damaged by siege weapons including ballista and cannons
Ship may explode due to its cargo - black powder barrels
All the damages are visible on the ship's skin, including flying planks and burning barrels
Sunk ship drops chest with random high level loot
Pirate Ship's AI:
There are several ships near archipelago, in most cases they won't enter each others territory
In patrolling mode, they would look for an easy win just by sailing around
When other ship approaches and the angle is good, pirates would fire first two cannons to scare off the intruder
If you don't leave them alone or you just happen to be on the colliding course pirates will engage
During the fight, pirates will try to keep aiming at their enemy's ship while avoiding cannon balls at the same time
Pirate Ship's crew
The crew consists of 3 pirates and the captain
Besides cannons, they will fire guns and swing swords whenever possible
When the captain loses the fight, he will try to blow the ship up so that no one gets his precious treasure
Other changes:
Another round of server optimization concerning animals' movement and behavior
Fixed autojump not working properly in certain situations
Loot bags from players should float on water now
Possible fix for infinite loading screen
Enjoy!
Changelog 0.31.1-2: Engine and performance update
Changelog 0.31.1-4: Hotfixes
Fixed general connection issues
Changelog 0.31.1-3: Hotfixes
Fixed floating containers around the shipwrecks
Fixed obsolete quest tips - boat descriptions
Fixed rock materials and LODs, added scaling of rock fractured parts
Fixed resource smelting bugs in a furnace
Fixed missing schemes for gathering tools: pickaxes
Fixed loot treasure on an old shipwreck - now it's lootable
Fixed client setting wrong type of connection to server in certain situations
Updated boat colliders
Changelog 0.31.1-2
Hi guys,
This time we are ready to release an update containing the most recent version of the game's engine that we were able to run Out of Reach on. The reason why we don't do such updates very often is mainly to keep the stable version as long as it works and wait for engine developers to deploy the most bugfree patch possible. Another reason, probably more relevant to the community, is to put every man power to work on things that could make the gameplay better instead of getting stuck in adjusting the whole code to the weekly engine changes.
This time though, we took our time and walked through all the necessary steps to upgrade Out of Reach's code and make it run as good as possible.
Better overall performance After running multiple performance tests and profiler rounds, we were able to find scripts that needed additional tweaks to take less resources without an impact on the gameplay. As a result of these actions and the engine updates, we finally got a decent boost on test machines while playing on the most built-up servers.
Other changes
Fixed Builder's desks that could appear as invisible in certain situations
Fixed quests to match the new boats and cannons features
Increased session idle time on loading screen to give low-end machines additional time to load before server shutdowns connection
Fixed serverside issues connected with item durability
The next updates
Now, when we are back to the new features, we will be pushing forward the promised NPC pirates that can actually sail on boats and fire cannons - that's our main goal for the next patch. Then we're going to make cave and island bases for NPCs that could be invaded only by the bravest players:)
Changelog 0.31.1:Quick update to boats
Another patch this week, which was possible thanks to you and your feedback! We are truly happy that you liked the new features of the 0.31 update and we will continue adding your suggestions as fast as we can:) Here are the most requested changes to the sailboats:
Added possibility to disassemble or reassemble cannons on moored boats
Added lantern in front of a boat (use fat to switch it on for 30min)
Added storage on the right side of a boat (use it like normal, everyday chests)
Fixed blocked ship's wheel after death of a player who was using it
Fixed possibility to build 2 boats in the same place in certain situations
Fixed missing projectiles that hit a boat
Fixed issues when trying to repair the front part of a boat
Fixed notifications that didn't close properly in certain situations
Added Level of Details groups and another pack of visual improvements to boat and sails
Added Auto-reloading of ballistae and trebuchets and proper sounds to them
Added collision effects of cannonballs hitting terrain
Added sounds for burning boats (so that you don't miss it)
Fixed players getting stuck under stairs on shipwrecks
Changelog 0.31: Pirate ship!
Hi guys! We are finally ready to release the long-awaited pirate ships! It took us a great part of the summer break to make it work but we managed to implement all the features we wanted to add to the first sailboat in Out of Reach!
Here's the list of features packed into the ship and things you can do with it:
The ship can be built only on the ocean surface, there are also plans for the future releases to let you construct or take over docks in order to repair or upgrade the basic boat
Use standard Build Panel (B or F5) to choose the ship and place it on the deep-enough water
Besides jumping on the deck, players can climb on it from both sides (in places where ships' boards are lower)
To do so, press E while swimming next to the ship
Press E to stand behind the ship's wheel and standard WASD keys to sail
Use mouse to change the view angle
Build the Moor Bollard on a foundation using standard Build Panel (B) or (F5)
Park your ship next to it and use E key to moor the bollard to one of the projecting rope knots
Only fully repaired ships (with no fire or spouting water on the deck) can be moored to the bollards
Moored ships remain invulnerable as long as the bollards and foundations under them exist
Every ship has a ballista attached to the ship's bow
Ballista can be loaded with piercing or siege projectiles to take down players or destroy other ships/buildings
After loading and drawing the ballista, press "E" to "enter" the aiming & firing mode
There are 2 cannon bases on each ship that let players construct Carronades on it
Firstly, players need to craft cannon parts using furnaces (level 2) or find them in the pirate's ship wrecks
Cannonballs can be crafted or bought from the pirate merchant (10 for 100gold or 1 for 20steel)
With cannon parts in the inventory, players can construct cannons by pressing "E" on cannon bases
Before "entering" the aiming mode, cannon needs to be loaded (E)
Every cannon can move 20degrees up-down and 40degrees left-right
Every not moored ship is vulnerable to trebuchets, siege ballista projectiles and cannons
The shot in the ship's board segment produces minor or major damage (dependent on the projectile strength)
Every major damage to the board segment produces a big water spout
Every big water spout produces minor water spouts every 10sec
The ship sinks when there are 6 or more minor water spouts
Players can repair both big and small water spouts with the use of their wood from inventories
It's best to start with the major water spout so it won't produce the small ones
Just like the previous rafts, ships can be burnt by torches
Every torch thrown on the deck produces a 'major source of ignition'
Every major source of ignition produces smaller fire every 10sec
Just like water spouts, 6 small fires destroy the ship
In order to prevent ship from getting burnt, players need to get the water basket from the barrel standing on the deck and pour water on each fire source
It's best to start with the major source of ignition so it won't produce the small ones
Upcoming features and ideas to consider
Clan sails, clan flags or other kinds of marking the ship so that everyone knows who's sailing
Battering ram on the ship's bow to destroy other ships
Let us know what else would you like to do with your ship!
Light source on the boat
Storage space on boats
Still under development
Improved animations involving water particles, sails and ropes wind simulations
More stages of sails animations - taking in sails, no-wind sails, better colliding with masts
Better textures for elements made of steel and the barrel to put out fires
Better Level of Detail maintenance and optimization
New and more variety of sounds
Adjusted Steel island's caves to be accessible with the new ship
Other changes and fixes
New starting weapon (piece of ship's wheel) for easier rock and wood gathering
Fixed Level of Detail for Builder's desk allowing players to see through walls on long distances
Fixed ceiling that couldn't be fixed in certain situations
Fixed ladders that could permanently rotate players' characters in certain situations
Fixed bandage sounds that could be heard from very long distances
Fixed Crouching and Run key bindings that didn't work from the main menu
Fixed missing texts for reduced costs of planting seeds
Bullets costs reduced to 100gold for 20pcs
Marked new AU servers from the new datacenter as official
Fixed rain (including rewriting and optimizing)
The book menu (inventory, character, map etc.) is now available also when flying the glider
Important event messages are moved to the top of the screen
Changelog 0.30.1: Additional fixes
Hi guys! We would like to thank you all for testing our latest patch and for all the feedback that we received! Here's the list of fixes and improvements that we were able to implement in the past 5 days:
<*> Added 18 new shipwreck places. Shipwreck events can start in 20 different places!
<*> Added strafes and backward movements during swimming
<*> Fixed: idle diving
<*> Fixed: In some situations swimming animation was broken
<*> Local server requirements updated (main menu local server tooltip)
<*> Fixed: frozen level up notification
<*> Fixed: shipwreck missing objects
<*> Fixed: news room optimization
<*> Fixed: removed blood decals during drowning and starving
<*> Fixed: shipwreck collider (players get stuck while diving)
<*> Fixed: shipwreck parts colliding with players on boat
<*> Fixed: change interaction distance for shipwreck treasures
Changelog 0.30.0: Skills and Shipwrecks!
Hi guys! We've just released the new patch that needs your testing and feedback as always:) The full list of changes and fixes will be available soon. Now we would like to announce two of this version's main features:
Reworked Skills and Achievements!
From now on, you've 8 classes to develop by doing certain jobs, and 3 skills in each of them to level up with the skill points. Let us know what you think of the balance and time needed to get higher levels and what else could be improved there (like requirements to unlock certain skills and classes).
Shipwreck events!
The second (after pirate bases) recurrent event on the islands is here! Today in the test version to check if everything works fine and is ready to become of the common gameplay events by the end of the week.
Long story short, whenever there's a storm, there's also a chance for a pirate ship to crash into coastal rocks. It usually means death for the crew, but also one of the best places to go for the rest of survivors. Leave your equipment at home, empty the inventory and check what the other guys left for you!
Right now, the event starts when it is announced on your HUD and the place of the newly crashed ships is visible on your map [M].
Changelog:
- Fixed pirate hats and helmet issues causing heads to pop out
- Fixed and updated UI: tooltip shows shield's stats now
- Fixed and updated UI: tools show bonuses
- Pirates don't attack respawning players and let them live for a moment
- Fixed AI issues on servers hosted by Nitrado
- Fixed issues causing players to stuck inside merchants' ships
- Decreased armor's speed reduction by 20% (pirate's armor by 40%)
- Improved swimming, players can dive using mouse (A and D or C and SPACE still work)
- Updated mines on Steel island - should spawn more ores along cave river, reachable from boats
- The new version of translations
Changelog 0.29.0 - Pirate camps!
Here it is! The first patch of the upcoming Anniversary Update! For more info of the summer roadmap please see the previous announcement, today's changes are listed below:
Pirate Camps - beta version
First iteration of Pirate Camps brings up 8 coastal bases where pirate groups can settle. All the locations are designed inside forest or desert ruins (a new biom) to provide protection against long distance weapons. These regions will be populated with another portion of flora and fauna objects in the next patches. Similar works will be done to mountain slopes that are unreachable right now.
In development:
We also want to use such camps to populate ocean areas and make it worth for players to sail and search for 'lootable' pirates.
Pirate NPCs
Speaking of pirates, there are currently dozen of them and they are potentially able to develop different skills in the future. All of them will be based on behavior trees. Right now we've got melee fighters who draw weapons when player is close enough, chase him if necessary, search the area when player escapes, go back to protect treasure when out of combat or simply take a pistol and shoot on sight.
The islands are divided between areas that are possible to reach by different kind of enemies. Some of them can enter multiple sectors, some of them just one (like crocodiles). All of the mechanics together with plain code and behavior trees are rather complicated but it's already there working and waiting for further development:)
In development:
Apart of coastal and island camps, we will be working on pirate boats patrolling the oceans and engaging into a fight when they find something worth stealing, e.q. player's belongings.
Treasure Chests
Also treasure chests are taken into account when it comes to further development. In the 0.29patch, we divided chests into 3 levels.
The first one are simple wooden crates that can be found mostly in the ruin areas. Loot is unprotected and random.
The second treasure level are chests to be found on wrecked boats on the beach. They usually roll better loot than the first ones and have a chance to drop gold coins and a map that shows a place of the level 2 treasure.
The next level of chests are those in the old ruins, under heavy pirate protection. They drop the highest level gear, as well as gatherable materials like steel and obsidian.
In development:
Another level of chests and treasures. These will be able to find after the storm on rocky coasts, just next to the newly wrecked ships. This kind of 'event' will be announced to all the players and start a potential race for the best loot.
Other fixes and changes:
- New model for destroyed treasure chests including fracture and destroy physics.
- Destroyed treasures drop bags inside the chest now. Loot is random and divided into levels.
- Smoother rotation for boats
- Active shield blocking against bots (both animals and pirates). Player has chance to block certain amount of damage when fighting vs bots, based on shield level
- Fixed building components' damaged models having wrong assigned materials
- Quest notification on HUD informing about currently running quest/tutorial (will be improved in the next patches)
- Fixed item costs not displayed in certain conditions
2 year anniversary
Hi guys,
it's been two busy years since we made our debut on Steam Early Access. Those who are with us from the very beginning probably have realized that it's definitely not the same game as when we started;) Tons of things have changed and Out of Reach evolved significantly.
To celebrate the anniversary we would like to share with you some insights into the changes coming with the new patch as well as a couple of screenshots worth thousand words ;) Firstly, here comes the list of the new features:
Accessible high mountain slopes
Thanks to the additional fixes and changes to the overall optimization, we are now able to add missing structure, flora and fauna to the mountains along the rivers. We want to make it worth visiting from time to time also by adding them to the list of possible loot spawn points.
You can see the previously 'empty' slopes in the pictures above.
Much more resource spawn areas and loot-crates
In order to focus on building, exploring and dealing with other players and NPCs, we want to make gathering a bit faster than it is now. Also new areas, even on the main island require some desirable rewards for visiting, that's why from now on gathering stones, flax and other base resources should be easier and not distracting.
Everyone will also have a chance to find old pirate crates that have random resources inside and a chance for additional higher level piece of armor or weapon.
Wrecks and underwater treasures
As another type of Point Of Interest, we will be introducing events connected with storm and raining weather. There will be always a small chance for random pirate ships to crash into searocks nearby, which will in most cases give the opportunity for a decent treasure hunt and make sea journeys and diving much more exciting.
New boats
Although our original, Da Vinci style steam boats seemed good one year ago, we will now try with something easier to sail and less damaging the E key on players' keyboards: a regular boat with sails, rudder, balistae and optional cannons.
If that works out well, we will add a couple of damage levels, possibility to sink and additional models to choose from or win by taking control of abandoned harbors.
NPCs!
This is a feature that we've been working on for several months now and are eager to develop together with community for a few next. For starters, we will be introducing non-friendly pirates to occupy small bays. In most cases players will have to let them stay alone, but the biggest daredevils may consider checking what's inside those pirates' crates.
Next thing to come will be most probably sailing pirates that will try to interrupt anyone who seems to own something valuable.
Reworked Skills, achievements and rewards
We're going to introduce a bunch of new rules to the leveling system"
- For every achievement to get (Builder, Logger, Miner, Gatherer etc.) there are 3 passive skills to obtain
- Each level of the passive skill cost skill points
- Players get possibility to develop their character the way they want and need
Example:
1. Player gets Experience in 'Hunter' achievement when killing animals
2. Certain amount of Experience gives the next level in this Achievement and a skill point to spend
3. Skill points obtained from hunting can be distributed among:
% melee damage vs animals
% ranged damage vs animals
% chance for additional resources from animals
This way, together with balanced Exp gains we want to make leveling fun again:)
These are our plans for the next weeks, a big part of them will come in the next patch this month. After that, we will most probably go back to the building system and add as much additional building components as possible so don't hesitate and let us know what would you like to build in Out of Reach!
We would also like to thank you all for being with us, for your support and comments that have a real impact on Out of Reach. We keep on working and aim to make the best pirate survival we can!
Changelog 0.28.2: Midweek fixes
Fixed lootbags not colliding with boats in certain situations (e.g. death of player)
Fixed player spawn position when logged-in on a boat
Fixed cliff on the main island not colliding with players properly
Fixed iron cave river-bottom not colliding with players and other drowning objects properly
Optimized sound containers to half the amount of sound sources on bigger servers, including boats, furnaces, ballistae, doors
Add missing sounds when maintaining storage
Treasure chests drop lootbags now instead of placing items directly into the player's inventory
Fixed ballista not reloading properly
Fixed server crash when player tries to enter a boat while it's being destroyed by fire
Changelog 0.28.1: Additional fixes
Hi guys! We would like to thank you all for testing our latest patch and all the feedback that we received! Here's the list of fixes and improvements that we were able to implement in the past 7 days:
Fixed steam boats that couldn't be upgraded in the Creative mode
Fixed boats' collisions with invisible objects in the Local server mode
Fixed missing animals' and shields' sounds
Fixed ocean volume slider
Fixed torch and human sounds that have been played for both FPP and TPP view at once
Fixed missing blood decals on TPP characters
Fixed missing female hands model in FPP view
Fixed torch being stuck in characters' hands
Fixed swim animations causing player's character to be always under the surface
Fixed wrong rain and weather initialization in certain situations
Fixed missing inventory icons for Leather pants L1
Fixed server instability issue (Moll server)
Updated localization text files based on the Crowdin Project
Increased amount of pistol bullets available to buy for 100 gold (from 5 to 10)
Increased 'Area Control' competition award to 1000 gold coins divided between all the clan leaders